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david Offline
Joined: 09/26/2010

This text exlpains how to setup different kinds of lightings in FELIX.

Lighting is the most important aspect of CG and photography since everything the eye perceives is emitted or reflected light.
There are two main lighting types in FELIX: environmental lighting and light emitting objects. Environmental lighting behaves depending on the "Environment" you choose for a specific view (right mouse button on a view, Environments / Environment Library) . The Environment's lighting affects your whole scene.
There are various types of Environments in the ENVIRONMENT LIBRARY: physical skies, HDRI environments and "sky dome".
Light emitting objects are all those lighting fixtures, panels, lamps you need to light up with artificial lighting your scene. However, if you sometimes want to have a deeper control over the natural light in your interior scene, you can replace the Environmental lighting with light emitting objects, modeling surfaces outside your openings. To these surfaces, you have to assign the "Emitter" materials from FELIX's material library.
This text will show in detail the latter option since it allows for a greater variety of "atmospheres".


These are the lighting setups we are taking into account.

From here you can download the 3D object of this scene

V1

 

V2

 

V3

 

V4

 

V5

 

V6

 

V7

 

V8

 

V9

 

V10

 

V11

 

 

 

 

The Scene setup

 

This image shows all lighting fixtures of the scene. Each lighting fixture shows a reference to the corresponding image.

All blue surfaces are the emitters we will use for the openings.

 


 

How to model the lighting fixtures.


Here you can see how each lighting fixture has to be modeled.  You may not be used to planning the lighting setup during the modeling phase. However, after the first tests, you will see that this approach allows you to add lots of lights to your scenes, using common modeling tools. To fill a space with lights, you will often only have to make an array of the light emitting object.

 

 

Wallwasher

Wallwashers are used to light up walls unifromly.
Image 02 shows you a wallwasher with the minimum detail you need to obtain a correct light emission. To the light emitting surface you have to apply in FELIX the emitter material. The normal of the light emitting surface has to be oriented towrards the light emitting direction. The reflector surface will affect the photometry depending by which kind of material you will aplly on it, like in real life. Assign to this surface the default white material even the correct material should be chrome. The rendering will clean up faster.The image V6 shows the typical wallwasher lighting result.

image 02

 

Floating Downlights

A simple triangle is enough for the light emitting surface. For fast and noise free results assign to the reflector surface the default white material and turn the color to absolute black. For more accurate results you can assign the chrome material to this surface. The image V1 shows the typical downlight lighting result.

image 03

 

Fluorescent lights

A simple stretched box or a 6 faces prysm are enough to roughly simulate a fluorescent lighting fixture. Common measures are 11mm diameter and x 120 cm or 240 cm wide. The image V11 shows the typical fluorescent lighting result.

image 04

 

 

Up-lights for indirect lighting

This kind of lighting produces a very uniform light distribution with diffuse shadows. It is suitable for almost every kind of interior space such as halls, restaurants, bars, clubs, living rooms, kitchens and galleries. The only kind of spaces where this lighting scheme doesn't fit are showrooms and shops because the products are not highlighted enough. When you need this kind of lighting, you just have to apply the "bevel" function to your floor or ceiling surface in you modeling software, as  image V02 shows.

image05

 

 

 

Recessed floor lights

This kind of lighting is not very common. It is suitable mainly for clubs, bars and  restaurants but with the only pupose to define a certain "floating" atmosphere. In image 06 you can see the wall, the floor and the recessed light emitting surface. There has to be a gap between the floor and the wall. To model the light emitting surface you just need to apply the "bevel" function to your floor or ceiling surface in you modeling software. The image V07 shows the typical recessed floor light result.

image 06

Floor light

It is a very unusual type of lighting. It can be sometimes used for stage lighting or movie sets. Hard to calculate because of the SSS material for the floor. The image V08 shows the typical floor lighting result.

 

Lighting

The light shares four main features: position, intensity, size of the light emitting object and light's color. These four features are able to convey a lot of things to our eye (eye=mind).

Let's consider images V4, V5 and V9. Even if in all three images the light source is totally hidden, three different stories are told.

In image V4 the bright slightly yellowish light coming from big source on the left, is telling us that the space we are looking on, probably ends a few meters after the left column. The entire building probably ends there. However, since the light coming from the left isn't bluish like the sky but slightly yellowish, the opening on the left side may approach to a courtyard which reflects the warm color of the sun back to us. All shadows are very bright and bluish which means that some daylight  comes through the ceiling. Now we know that this part of the building has a single floor.

 

In image V5 we perceive a single small light source. It is too strong to be candle light ,too sharp to be the light from an adjacent door. The light is probably coming from a light bulb from a floor lamp or a desk lamp. The shadow on the wall of the first column on the left is much shorter than the shadow of the second column, this tells us that the bulb is very close to the couch. This lighting doesn't tell us much  About the space ouside from the boundaries of the image itself. This lighting closes the space.

 

In image V9 we perceive only an opening on the right side. Daylight is coming through because the light is bluish. The building probably ends on the right side of the viewer. We are waiting for something from the left.

 

Our eye is probably so skilled it can understand all these factors in a fraction of a second so that we don't even realize it. The most difficult light feature to get is its color.In fact our eye is able to carry out something similiar to real-time color corrections. If you are standing in the shadow of a tree on a sunny day, you don't perceive the strong bluish light dominance because your eye eliminates it. Something similar happens to Light intensities. Therefore, when making a rendering, all these factors have to be taken into consideration. Without them something is missing

 

 

FELIX Setup

The camera settings for all images are FStop 4 and Aperture time 160.

 

Here you can see the lighting setup of image V1.

The lamp's reflector mantains the default material turned to black. If you leave it white the uplights will produce a more diffuse lighting.

 

 

Here you can see the lighting setup of image V2.

 

 

Here you can see the lighting setup of image V3.

 

Here you can see the lighting setup of image V4.

 

 


 

 

 

 

 

 

 

 

 

In progress...

stevebarret Offline
Joined: 12/13/2016
Is it possible to acquire these kind of images with an action camera? Im just a newbie on this field, and im eyeing on this direction of photography.